sqwarmed/sdk_src/game/server/swarm/asw_env_explosion.cpp

356 lines
10 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements an explosion entity and a support spark shower entity.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "decals.h"
#include "asw_env_explosion.h"
#include "dlight.h"
#include "vstdlib/random.h"
#include "tier1/strtools.h"
#include "shareddefs.h"
#include "asw_gamerules.h"
#include "asw_fx_shared.h"
//#include "ieffects.h"
//#include "fx.h"
//#include "tempent.h"
#include "iefx.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CASWEnvExplosion : public CPointEntity
{
public:
DECLARE_CLASS( CASWEnvExplosion, CPointEntity );
CASWEnvExplosion( void )
{
};
void Precache( void );
void Spawn( );
//void Smoke ( void );
void SetCustomDamageType( int iType ) { m_iCustomDamageType = iType; }
//bool KeyValue( const char *szKeyName, const char *szValue );
int DrawDebugTextOverlays(void);
// Input handlers
void InputExplode( inputdata_t &inputdata );
DECLARE_DATADESC();
int m_iDamage;// how large is the fireball? how much damage?
int m_iRadiusOverride;// For use when m_iDamage results in larger radius than designer desires.
//int m_spriteScale; // what's the exact fireball sprite scale?
float m_flDamageForce; // How much damage force should we use?
string_t m_iszExplosionSound;
EHANDLE m_hInflictor;
int m_iCustomDamageType;
// passed along to the RadiusDamage call
int m_iClassIgnore;
EHANDLE m_hEntityIgnore;
};
LINK_ENTITY_TO_CLASS( asw_env_explosion, CASWEnvExplosion );
BEGIN_DATADESC( CASWEnvExplosion )
DEFINE_KEYFIELD( m_iDamage, FIELD_INTEGER, "iDamage" ),
DEFINE_KEYFIELD( m_iRadiusOverride, FIELD_INTEGER, "iRadiusOverride" ),
//DEFINE_FIELD( m_spriteScale, FIELD_INTEGER ),
DEFINE_KEYFIELD( m_flDamageForce, FIELD_FLOAT, "DamageForce" ),
DEFINE_FIELD( m_hInflictor, FIELD_EHANDLE ),
DEFINE_FIELD( m_iCustomDamageType, FIELD_INTEGER ),
DEFINE_KEYFIELD( m_iClassIgnore, FIELD_INTEGER, "ignoredClass" ),
DEFINE_KEYFIELD( m_hEntityIgnore, FIELD_EHANDLE, "ignoredEntity" ),
DEFINE_KEYFIELD( m_iszExplosionSound, FIELD_SOUNDNAME, "ExplosionSound" ),
// Function Pointers
//DEFINE_THINKFUNC( Smoke ),
// Inputs
DEFINE_INPUTFUNC(FIELD_VOID, "Explode", InputExplode),
END_DATADESC()
/*
bool CASWEnvExplosion::KeyValue( const char *szKeyName, const char *szValue )
{
return true;
}
*/
void CASWEnvExplosion::Precache( void )
{
//PrecacheParticleSystem( "freeze_explosion" ) ;
//PrecacheScriptSound( "explode_3" );
PrecacheParticleSystem( "asw_env_explosion" );
if( !( m_spawnflags & SF_ENVEXPLOSION_NOSOUND ) )
{
UTIL_ValidateSoundName( m_iszExplosionSound, "ASW_Explosion.Explosion_Default" );
PrecacheScriptSound( (char *) STRING(m_iszExplosionSound) );
}
}
void CASWEnvExplosion::Spawn( void )
{
Precache();
SetSolid( SOLID_NONE );
AddEffects( EF_NODRAW );
SetMoveType( MOVETYPE_NONE );
//m_spriteScale = (int)flSpriteScale;
m_iCustomDamageType = -1;
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for making the explosion explode.
//-----------------------------------------------------------------------------
void CASWEnvExplosion::InputExplode( inputdata_t &inputdata )
{
trace_t tr;
SetModelName( NULL_STRING );//invisible
SetSolid( SOLID_NONE );// intangible
Vector vecSpot = GetAbsOrigin() + Vector( 0 , 0 , 8 );
UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -40 ), (MASK_SOLID_BRUSHONLY | MASK_WATER), this, COLLISION_GROUP_NONE, &tr );
// Pull out of the wall a bit. We used to move the explosion origin itself, but that seems unnecessary, not to mention a
// little weird when you consider that it might be in hierarchy. Instead we just calculate a new virtual position at
// which to place the explosion. We don't use that new position to calculate radius damage because according to Steve's
// comment, that adversely affects the force vector imparted on explosion victims when they ragdoll.
Vector vecExplodeOrigin = GetAbsOrigin();
if ( tr.fraction != 1.0 )
{
vecExplodeOrigin = tr.endpos + (tr.plane.normal * 24 );
}
// draw decal
if (! ( m_spawnflags & SF_ENVEXPLOSION_NODECAL ))
{
if ( ! ( m_spawnflags & SF_ENVEXPLOSION_ICE ))
UTIL_DecalTrace( &tr, "Scorch" );
else
UTIL_DecalTrace( &tr, "Ice_Explosion_Decal" );
}
//Get the damage override if specified
float flRadius = ( m_iRadiusOverride > 0 ) ? ((float)m_iRadiusOverride/100.0f) : ( (float)m_iDamage / 100.0f );
// do damage
if ( !( m_spawnflags & SF_ENVEXPLOSION_NODAMAGE ) )
{
CBaseEntity *pAttacker = GetOwnerEntity() ? GetOwnerEntity() : this;
// Only calculate damage type if we didn't get a custom one passed in
int iDamageType = m_iCustomDamageType;
if ( iDamageType == -1 )
{
iDamageType = HasSpawnFlags( SF_ENVEXPLOSION_GENERIC_DAMAGE ) ? DMG_GENERIC : DMG_BLAST;
}
CTakeDamageInfo info( m_hInflictor ? m_hInflictor : this, pAttacker, m_iDamage, iDamageType );
if( HasSpawnFlags( SF_ENVEXPLOSION_SURFACEONLY ) )
{
info.AddDamageType( DMG_BLAST_SURFACE );
}
if ( m_flDamageForce )
{
// Not the right direction, but it'll be fixed up by RadiusDamage.
info.SetDamagePosition( GetAbsOrigin() );
info.SetDamageForce( Vector( m_flDamageForce, 0, 0 ) );
}
ASWGameRules()->RadiusDamage( info, GetAbsOrigin(), flRadius, m_iClassIgnore, m_hEntityIgnore.Get() );
}
// emit the sound
if( !(m_spawnflags & SF_ENVEXPLOSION_NOSOUND) )
{
EmitSound( STRING(m_iszExplosionSound) );
}
// do the particle effect
if( !(m_spawnflags & SF_ENVEXPLOSION_NOFIREBALL) )
{
bool bOnGround = false;
if ( tr.fraction != 1.0 )
bOnGround = true;
UTIL_ASW_EnvExplosionFX( vecExplodeOrigin, flRadius, bOnGround );
}
/*
// do a dlight
if ( !( m_spawnflags & SF_ENVEXPLOSION_NODLIGHTS ) )
{
// Make an elight
dlight_t *el = effects->CL_AllocDlight( LIGHT_INDEX_TE_DYNAMIC + entindex() );
el->origin = vecExplodeOrigin;
el->radius = random->RandomFloat( flRadius + 54.0f, flRadius + 74.0f );
el->decay = el->radius / 0.05f;
el->die = gpGlobals->curtime + 0.05f;
Color c = Color( 255, 192, 64, 6 );
el->color.r = c.r();
el->color.g = c.g();
el->color.b = c.b();
el->color.exponent = c.a();
}
*/
if ( !(m_spawnflags & SF_ENVEXPLOSION_REPEATABLE) )
{
SetThink( &CASWEnvExplosion::SUB_Remove );
SetNextThink( gpGlobals->curtime + 1.0f );
}
}
/*
void CASWEnvExplosion::Smoke( void )
{
if ( !(m_spawnflags & SF_ENVEXPLOSION_REPEATABLE) )
{
UTIL_Remove( this );
}
}
*/
// HACKHACK -- create one of these and fake a keyvalue to get the right explosion setup
void ASWExplosionCreate( const Vector &center, const QAngle &angles,
CBaseEntity *pOwner, int magnitude, int radius, int nSpawnFlags, float flExplosionForce, CBaseEntity *pInflictor, int iCustomDamageType,
const EHANDLE *ignoredEntity , Class_T ignoredClass )
{
char buf[128];
CASWEnvExplosion *pExplosion = (CASWEnvExplosion*)CBaseEntity::Create( "asw_env_explosion", center, angles, pOwner );
Q_snprintf( buf,sizeof(buf), "%3d", magnitude );
char *szKeyName = "iDamage";
char *szValue = buf;
pExplosion->KeyValue( szKeyName, szValue );
pExplosion->AddSpawnFlags( nSpawnFlags );
if ( radius )
{
Q_snprintf( buf,sizeof(buf), "%d", radius );
pExplosion->KeyValue( "iRadiusOverride", buf );
}
if ( flExplosionForce != 0.0f )
{
Q_snprintf( buf,sizeof(buf), "%.3f", flExplosionForce );
pExplosion->KeyValue( "DamageForce", buf );
}
variant_t emptyVariant;
pExplosion->m_nRenderMode = kRenderTransAdd;
pExplosion->SetOwnerEntity( pOwner );
pExplosion->Spawn();
pExplosion->m_hInflictor = pInflictor;
pExplosion->SetCustomDamageType( iCustomDamageType );
if (ignoredEntity)
{
pExplosion->m_hEntityIgnore = *ignoredEntity;
}
pExplosion->m_iClassIgnore = ignoredClass;
pExplosion->AcceptInput( "Explode", NULL, NULL, emptyVariant, 0 );
}
void ASWExplosionCreate( const Vector &center, const QAngle &angles,
CBaseEntity *pOwner, int iDamage, int radius, bool doDamage, float flExplosionForce, bool bSurfaceOnly, bool bSilent, int iCustomDamageType, bool bNoDlight )
{
int nFlags = 0;
if ( !bNoDlight )
{
nFlags |= SF_ENVEXPLOSION_NODLIGHTS;
}
if ( !doDamage )
{
nFlags |= SF_ENVEXPLOSION_NODAMAGE;
}
if( bSurfaceOnly )
{
nFlags |= SF_ENVEXPLOSION_SURFACEONLY;
}
if( bSilent )
{
nFlags |= SF_ENVEXPLOSION_NOSOUND;
}
ASWExplosionCreate( center, angles, pOwner, iDamage, radius, nFlags, flExplosionForce, NULL, iCustomDamageType );
}
// this version lets you specify classes or entities to be ignored
void ASWExplosionCreate( const Vector &center, const QAngle &angles,
CBaseEntity *pOwner, int magnitude, int radius, bool doDamage,
const EHANDLE *ignoredEntity, Class_T ignoredClass,
float flExplosionForce , bool bSurfaceOnly , bool bSilent , int iCustomDamageType, bool bNoDlight )
{
// For E3, no sparks
int nFlags = 0;
if ( !bNoDlight )
{
nFlags |= SF_ENVEXPLOSION_NODLIGHTS;
}
if ( !doDamage )
{
nFlags |= SF_ENVEXPLOSION_NODAMAGE;
}
if( bSurfaceOnly )
{
nFlags |= SF_ENVEXPLOSION_SURFACEONLY;
}
if( bSilent )
{
nFlags |= SF_ENVEXPLOSION_NOSOUND;
}
ASWExplosionCreate( center, angles, pOwner, magnitude, radius, nFlags, flExplosionForce, NULL, iCustomDamageType, ignoredEntity, ignoredClass );
}
//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CASWEnvExplosion::DrawDebugTextOverlays( void )
{
int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
char tempstr[512];
Q_snprintf(tempstr,sizeof(tempstr)," magnitude: %i", m_iDamage);
EntityText(text_offset,tempstr,0);
text_offset++;
}
return text_offset;
}